I think you should also be able to select an option in your menu to disable others joining your battles, or you might misclick on an important battle and be KS-ed.

By the way, should we put this system for all battles or just for important ones (like boss-battles and pvp)? Unless the system is really quick, having to enter the battle screen for every snail you kill would be a huge waste of time.

Or we could make longer battles, with more experience, so that you do less battles, but have the same curve of experience/time.

Leveling up shouldn't be based on gaining experience via Killing, it should be based on time Attacking/Defending in my opinion, the more you do the better that trait becomes. So kill stealing would be irrelivant to leveling up.

First, if you find an overpowered mob that doesn't move too much, you'd just keep pressing over it all the time and getting exp.

Second, getting more powerful weapons wouldn't matter, since your experience is counted by number of attacks. It's actually better to only hit "miss" or "1".

This means a glitch for PvP. You'd get a low-power weapon, and so would your opponent, and each of you would keep the mouse over the other's character, pressed. Come back in ten minutes and you'll see you've upped 3 levels.

It's actually infinite if you have a item that recovers a little bit of your life at a determined rate.

When I re-read it, I realized it was actually plain obvious, it's that when I wrote that, I was thinking about the "exp per attack" thing. There are hundreds of reasons why a failed attack should not grant you exp.

With the way leveling skills would work, there would be a skill set, with a set of techniques? Each time a technique gets used, it becomes more effective? To acquire new skills within the skill set, the player would need to accumulate points to buy new ones?

For example, there could be various techniques for using a sword. The player becomes adept at a technique the more it's used. To learn new skills, the player would need to earn points to pay a teacher. This reminds me of Runescape. It is a nice way to level-up abilities.

Maybe not acquire points to pay for the next skills, but that's pretty much it. By repeatedly using a skill, it gains levels, as if you were more... um... skilled... on that skill.

And maybe we can have some skills that require other ones as prerequisites to be learned. So, a Hiten Mitsurugi teacher would never teach you the Ama Kakeru Ryu no Hirameki before you could master the Kuzu Ryu Sen, because this one is the base for Amakakeru.